Time |
Nick |
Message |
01:43 |
repetitivestrain |
sfan5: https://codeberg.org/halon/Minetest/commit/cfc859db2aee0617367a74af2cbd153e3a6c8826 |
01:43 |
repetitivestrain |
I corrected the coding style and squashed both commits |
02:21 |
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02:29 |
[MatrxMT] |
<Blockhead256> repetitivestrain: I have re-cherry picked and pushed to a new PR (accidentally deleting one) |
02:29 |
[MatrxMT] |
<Blockhead256> https://github.com/luanti-org/luanti/pull/16339 |
02:29 |
repetitivestrain |
Thank you |
02:30 |
[MatrxMT] |
<Blockhead256> also, you did not follow the whitespace rules according to the linter https://github.com/Montandalar/minetest/actions/runs/16282520210/job/45974780406#step:5:15 |
02:30 |
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02:30 |
repetitivestrain |
Hmm, where is the error? |
02:30 |
repetitivestrain |
I ran emacs's tabify over the file |
02:34 |
migdyn |
WTF are you talking about? |
02:34 |
migdyn |
(I just joined) |
02:36 |
MTDiscord |
<wsor4035> then read the log |
02:37 |
MTDiscord |
<wsor4035> irc.luanti.org |
02:38 |
migdyn |
MTDiscord: thanks, thought it was dowj |
02:38 |
migdyn |
down |
02:42 |
migdyn |
repetitivestrain: in servermap.cpp there are some spaces in line 332 |
02:42 |
migdyn |
that's probably what's tripping it |
02:42 |
repetitivestrain |
333, you mean |
02:42 |
repetitivestrain |
fixed |
02:43 |
migdyn |
on github it says 332 |
02:43 |
migdyn |
but maybe its different in you editor |
02:43 |
repetitivestrain |
https://codeberg.org/halon/Minetest/commit/0132cac5de499d4d2b31fce4f276125d3a74f5db |
02:44 |
repetitivestrain |
Blockhead256: i have forborne to squash the commits now lest you should feel compelled to delete the ticket again... |
02:51 |
[MatrxMT] |
<Blockhead256> w'll wait for further feedback to see, and your fix there can just be rolled into whatever step is next (merge or another fix) |
02:52 |
[MatrxMT] |
<Blockhead256> I won't be deleting again, that was my mistake for deleting the remote instead of force pushing |
03:57 |
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11:52 |
ireallyhateirc |
99% of contributors give up *before* their PR gets merged! Keep gambling to get to the 1% |
12:02 |
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12:24 |
[MatrxMT] |
<Bracket> real |
12:55 |
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13:08 |
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13:18 |
SwissalpS |
guess most of those 99% don't even submit their PR |
13:39 |
repetitivestrain |
sfan5: regarding: if the position was defined as a v3s16 from the beginning this could be simplified |
13:40 |
repetitivestrain |
would you elaborate? i'm not sufficiently familiar with irrlicht to be aware how v3s16 would simplify iteration of this nature |
13:41 |
sfan5 |
you can compare two vector3d using operators, no need for a.x < b.x && a.y < b.y && the rest |
13:41 |
repetitivestrain |
I see |
13:41 |
repetitivestrain |
Thanks |
13:42 |
repetitivestrain |
ireallyhateirc: honestly i am only impelled by a desire to have one release of minetest capable of supporting my map generator available or imminently available by the time it is released |
13:43 |
repetitivestrain |
peformance-only or QOL features such as sfan5's cubic mapchunks patch, or CSM physics, by contrast, are modifications i am content with carrying in my own private fork |
13:43 |
ireallyhateirc |
I'm pretty much waiting for my PR related to mapgen which is actually a revival of a PR from 2022 |
13:43 |
ireallyhateirc |
tho I'm joking, I know devs are busy |
13:43 |
ireallyhateirc |
I'd love to have more freedom with Lua mapgens |
13:44 |
repetitivestrain |
ireallyhateirc: solely out of curiosity, which PR is it? |
13:44 |
ireallyhateirc |
https://github.com/luanti-org/luanti/pull/15730 |
13:45 |
repetitivestrain |
amen to that, although I have only experienced real difficulties with bugs such as my patch addresses, as my lua map generator doesn't utilize the built-in biome system, gennotifies, or decorations |
13:45 |
ireallyhateirc |
the problem is that I'm not good with C++, I just rebased it and made sure it works, but if it bitrots I won't be able to fix it |
13:46 |
repetitivestrain |
instead mine provides surface rules and a biome system where biomes are defined by 6-dimensional hypercubes encompassing noise values that also define terrain |
13:47 |
repetitivestrain |
if you're interested: https://codeberg.org/mineclonia/mineclonia/src/commit/mineclonia_mapgen/mods/MAPGEN/mcl_levelgen/surface_system.lua |
13:47 |
repetitivestrain |
https://codeberg.org/mineclonia/mineclonia/src/commit/mineclonia_mapgen/mods/MAPGEN/mcl_levelgen/biomes.lua |
13:47 |
repetitivestrain |
specifically the section commencing here, where the biome index is implemented: https://codeberg.org/mineclonia/mineclonia/src/commit/mineclonia_mapgen/mods/MAPGEN/mcl_levelgen/biomes.lua#L168 |
13:49 |
ireallyhateirc |
I'm not that advanced, I just want the system to be flexible enough so my city generator works |
13:50 |
ireallyhateirc |
my wishlist encompasses the PR I just mentioned, giving access to stages of mapgen (after decorations, before, etc.) and fixing the threading bug (y-slices) |
13:50 |
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13:50 |
repetitivestrain |
ireallyhateirc: the most the engine could do to accommodate my mapgen would be to permit mods to override core.get_biome_data, the humidity and heat map, and the engine heightmap |
13:51 |
repetitivestrain |
it isn't awfully important as i can modify (and have done so) mineclonia to invoke my APIs in their place, but this does not address the matter of compatibility |
13:51 |
repetitivestrain |
is your mapgen singlenode-based? |
13:51 |
repetitivestrain |
Incidentally |
13:53 |
ireallyhateirc |
my city mapgen uses flat mapgen to generate the surface, then I will generate the city on top of that. The propsed changes would be better for organic mapgens with trees and such |
13:54 |
repetitivestrain |
couldn't you generate your city in multiple stages to sidestep the overgeneration issue? |
13:56 |
repetitivestrain |
in mine terrain and large structures (which are divided into pieces and generated piecemeal) are generated by the standard emerge process, but decorations are not placed till a chunk's surroundings are generated and secured from overgeneration |
13:56 |
repetitivestrain |
whereupon they are copied into a VoxelManip that is uploaded to an async thread |
13:57 |
repetitivestrain |
to be subjected to decoration placement |
14:02 |
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14:07 |
repetitivestrain |
Blockhead256: sfan5: https://codeberg.org/halon/Minetest/commit/ac7ffffb1669e234ca837d27af2fa726db634540 |
14:07 |
ireallyhateirc |
repetitivestrain, well I'm going to do just that. I'm not even sure if the issue happens with Lua mapgens actually |
14:08 |
ireallyhateirc |
I haven't observed it so far |
14:09 |
[MatrxMT] |
<Blockhead256> repetitivestrain: line 334/`continue` is still indented with tabs |
14:09 |
repetitivestrain |
isn't it supposed to be indented with tabs? |
14:10 |
[MatrxMT] |
<Blockhead256> sorry, actually it's a tabs project right |
14:11 |
repetitivestrain |
ireallyhateirc: overgeneration certainly does, but very subtly: it affects you oftenest (and whether or not multiple mapgen threads exist) when you attempt to write to MapBlocks shortly after they are generated, and also if you ever write into the entirety of the emerged_area within on_generated you can expect to encounter threading issues |
14:11 |
[MatrxMT] |
<Blockhead256> BUT it's a mixed line `^I^I....continue;` |
14:11 |
repetitivestrain |
i only see tabs here |
14:11 |
sfan5 |
repetitivestrain: please just get the changes pushed to github, no need to ping me |
14:11 |
[MatrxMT] |
<Blockhead256> woops I have to actually pull |
14:11 |
repetitivestrain |
Okay, in that case I only have Blockhead256 to volunteer |
14:12 |
[MatrxMT] |
<Blockhead256> on it |
14:12 |
[MatrxMT] |
<Blockhead256> pushing to github will generate the notification, so no need to poke people |
14:12 |
[MatrxMT] |
<Blockhead256> ..people on that site anyway |
14:13 |
repetitivestrain |
...threading issues... my map generator will defer processing until a minimum margin of a single block around the chunks to be post-processed has been emerged around the chunks to be post-processed |
14:15 |
repetitivestrain |
the absence of mapblock metadata is rather vexing though, since in its absence i must store mapblock metadata in 4MB "sections" within mod storage, load them, cache them, and implement write-ahead logging to provide for abrupt shutdowns, which is still not guaranteed to be reliable, as mod storage and mapblock storage are separate databases |
14:16 |
repetitivestrain |
and there is a host of metadata from the emerge process that must be persisted, namely, biomes, a bitmask indicating nodes that were altered by structures, heightmaps, and so forth |
14:23 |
repetitivestrain |
ireallyhateirc: could you post a link to your city generator? |
14:23 |
repetitivestrain |
provided that it's public |
14:24 |
ireallyhateirc |
it is public but there's not much to see, I only got some roads to generate and it's not even finished |
14:33 |
repetitivestrain |
Alright then |
14:36 |
ireallyhateirc |
well I can send you a link anyway, but it's probably not worth your time in the current state |
14:37 |
repetitivestrain |
i would still be interested |
14:37 |
ireallyhateirc |
https://codeberg.org/perfect_city_game_studio/perfect_city |
14:38 |
ireallyhateirc |
https://codeberg.org/perfect_city_game_studio/perfect_city/src/branch/master/mods/pcity_mapgen |
14:38 |
repetitivestrain |
Thanks |
14:38 |
ireallyhateirc |
make sure to check the list of known issues with the "mapgen" tag though |
14:39 |
ireallyhateirc |
I haven't touched this code in 1 year |
14:39 |
repetitivestrain |
incidentally I posted some screenshots of mine to this forum thread: https://forum.luanti.org/viewtopic.php?p=445901 |
14:39 |
ireallyhateirc |
also I'm not some coding prodigy so this could be all a spaghetti |
14:40 |
ireallyhateirc |
what does "minecraft compatible" mean here? |
14:40 |
ireallyhateirc |
as in 1:1 copy? |
14:40 |
ireallyhateirc |
or that you can use the map in Minecraft |
14:40 |
repetitivestrain |
you can use Minecraft seeds and they will produce the same terrain |
14:41 |
ireallyhateirc |
does it have bug-to-bug compatibility? |
14:41 |
repetitivestrain |
and generate structures at the same locations as in Minecraft |
14:41 |
repetitivestrain |
i fixed MC-188358 |
14:42 |
repetitivestrain |
otherwise yes, unless the bug is non-determinism (which applies only to desert pyramid elevation) or mojang-copyrighted schematics were involved and the component in question was written without regard to replicating minecraft, in which case the question is altogether moot |
14:43 |
repetitivestrain |
which was achieved by instrumenting compiled minecraft world generator classes with a number of java debugging tools and running them standalone for testing--no decompiled source code or Mojang obfuscation maps were involved |
14:44 |
[MatrxMT] |
<Blockhead256> it would be funny if someone speedran mineclonia to what's usually a minecraft audience |
14:44 |
[MatrxMT] |
<Blockhead256> with 1:1 generation and a texture pack it would get into funny uncanny valley territory |
14:44 |
repetitivestrain |
We're not there yet |
14:44 |
repetitivestrain |
the absence of ambient lighting does a number on one's sense of orientation |
14:45 |
repetitivestrain |
and villages, although they generate at the same locations, do generate with different layouts and loot on account of the differences in schematics between the two games |
14:45 |
repetitivestrain |
one's sense of orientation in the Nether, to be precise |
14:47 |
repetitivestrain |
Nevertheless, every structure that appears in chunkbase should originate at the positions indicated on that website |
14:47 |
repetitivestrain |
and conversely no structures should be generated that minecraft would not |
14:48 |
MTDiscord |
<luatic> I genuinely admire your dedication |
14:49 |
repetitivestrain |
Speaking of ambient lighting, what's minetest's minimum OpenGL requirement today? |
14:49 |
repetitivestrain |
I suppose SSBOs can't be relied upon |
14:54 |
[MatrxMT] |
<repetitivestrain> Thanks |
14:54 |
[MatrxMT] |
<repetitivestrain> In defense of my modesty, I had a very compelling motive |
14:55 |
[MatrxMT] |
<repetitivestrain> in the shape of operating a server where everyone but me hailed from Minecraft, and would always notice conspicuous compromises such as the miniature substitute schematics Mineclonia provides for engine mapgens |
14:55 |
[MatrxMT] |
<repetitivestrain> which cannot well accommodate structures any larger |
14:56 |
[MatrxMT] |
<repetitivestrain> or the fact that ExtremeHillsM could be assigned to terrain that was flat |
14:56 |
[MatrxMT] |
<repetitivestrain> or that "/locate structure" was impossible to implement as decorations simply weren't deterministic |
14:57 |
[MatrxMT] |
<repetitivestrain> or, and what was worst of all, that the game would freeze for multiple seconds whenever any intensive generation was underway |
14:57 |
[MatrxMT] |
<repetitivestrain> or the fact that ExtremeHillsM could be assigned to terrain that was as flat as could be |
14:58 |
[MatrxMT] |
<repetitivestrain> in the shape of operating a server where everyone but myself hailed from Minecraft, and would always notice conspicuous compromises such as the miniature substitute schematics Mineclonia provides for engine mapgens |
15:00 |
[MatrxMT] |
<repetitivestrain> And I did so badly desire a completely async map generator |
15:00 |
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15:03 |
ltuyen |
Can i let children play Luanti? |
15:03 |
ltuyen |
I don't play Luanti mostly. |
15:05 |
[MatrxMT] |
<repetitivestrain> I wouldn't think so |
15:06 |
[MatrxMT] |
<repetitivestrain> Some of the motifs that recur on Luanti servers are apt to be quite extreme |
15:07 |
[MatrxMT] |
<repetitivestrain> Including my server...which is incontestably not suitable for children |
15:09 |
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15:10 |
celeron55 |
eh |
15:11 |
celeron55 |
you could have said "set up a local server for them" but you decided to tell that? |
15:11 |
celeron55 |
now they're gone and probably won't check logs |
15:11 |
MTDiscord |
<rollerozxa> I once saw there was someone on my server who had said they were born in 2017 (...7 years old), so uh, please supervise your kids if they're that young and are going to join random public multiplayer servers |
15:11 |
MTDiscord |
<rollerozxa> you can also change serverlist_url in the advanced settings to disable the serverlist so they may only see a private server you run as the favourite, or similar |
15:11 |
MTDiscord |
<rollerozxa> oh, they left |
15:13 |
celeron55 |
anyway, a very obvious "for kids" mode, build or something would clearly have an audience |
15:18 |
[MatrxMT] |
<repetitivestrain> that's the issue: Luanti doesn't provide parental controls and it is far too simple for children to wind up on any odd server on the serverlist |
15:19 |
[MatrxMT] |
<repetitivestrain> If I had chosen to be a parent, I would be considerably alarmed to discover that my kids were being given free reign over the serverlist |
15:19 |
[MatrxMT] |
<Bracket> but then if a child is smart enough it can just download anything |
15:19 |
celeron55 |
well, you, as the parent, are the one who gave their the free reign |
15:19 |
[MatrxMT] |
<Bracket> which i dont assume actually |
15:19 |
celeron55 |
as it's not explicitly a "for kids" product |
15:19 |
[MatrxMT] |
<repetitivestrain> Yes, so I would not |
15:20 |
[MatrxMT] |
<repetitivestrain> The serverlist is more overt than just a venue for bright children to engage in mischief |
15:20 |
celeron55 |
there's also cdb which would need a bit of special handling in the "for kids" mode |
15:21 |
[MatrxMT] |
<repetitivestrain> Hear hear |
15:22 |
[MatrxMT] |
<repetitivestrain> I think it would have the additional advantage of improving Minetest's OARS ratings |
15:33 |
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15:42 |
celeron55 |
if someone wrote a clear spec for this, i guess the implementation wouldn't be a lot of work |
15:42 |
celeron55 |
it's mostly about the design details |
16:05 |
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16:23 |
MTDiscord |
<luatic> agreed |
16:24 |
MTDiscord |
<luatic> i think for the home user there's a relatively obvious "parental controls" option where you password lock some settings (e.g. blacklist all servers except for favorites, blacklist all CDB packages except for installed ones) |
16:25 |
MTDiscord |
<luatic> the school use case is less obvious because you need some way to distribute a whitelist or similar |
16:28 |
MTDiscord |
<luatic> i might open an issue |
16:50 |
MTDiscord |
<luatic> wrote it up: #16341 |
16:50 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/16341 -- Parental controls (Luanti for education) |
16:52 |
sfan5 |
we should probably be asking actual people in education what their requirements are |
16:58 |
MTDiscord |
<luatic> that's my hope yes |
16:59 |
MTDiscord |
<luatic> idk if we'll find them on GH tbh, but at least some of them have accounts |
16:59 |
MTDiscord |
<luatic> i've posted the issue in the luanti edu discord at least |
17:01 |
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17:02 |
bracket |
hello |
17:02 |
Krock |
hi |
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18:13 |
bracket |
How do you get the size of the screen in formspec units |
18:23 |
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18:41 |
bracket |
hm where can I ask then |
18:41 |
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18:47 |
Krock |
bracket: the formspec downscales automatically |
18:47 |
bracket |
But what if I want the formspec to fill 100%? |
18:48 |
Krock |
bracket: https://github.com/luanti-org/luanti/blob/master/doc/lua_api.md?plain=1#L5927-L5930 |
18:48 |
bracket |
Ok, and whats with mobile / diffrent screen sizes? |
18:49 |
Krock |
have a look at the context. this is a per-player function call |
18:49 |
bracket |
oh |
18:49 |
bracket |
eh |
18:49 |
bracket |
why is it only "estimated" |
18:50 |
Krock |
I assume because the formspec code is a little bit of mess |
18:50 |
Krock |
also formspecs with version >=2 will have other dimensions than version 1 |
18:51 |
Krock |
(keyword: real coordinates) |
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